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Fix look_at_from_position()
usage in Your first 3D game tutorial
#10666
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Original file line number | Diff line number | Diff line change | ||||
---|---|---|---|---|---|---|
|
@@ -160,7 +160,11 @@ between ``-PI / 4`` radians and ``PI / 4`` radians. | |||||
func initialize(start_position, player_position): | ||||||
# We position the mob by placing it at start_position | ||||||
# and rotate it towards player_position, so it looks at the player. | ||||||
look_at_from_position(start_position, player_position, Vector3.UP) | ||||||
# | ||||||
# Ignore the player's height, so that the mob's orientation is not slightly | ||||||
# shifted if the mob spawns while the player is jumping. | ||||||
var target = Vector3(player_position.x, start_position.y, player_position.z) | ||||||
look_at_from_position(start_position, target, Vector3.UP) | ||||||
# Rotate this mob randomly within range of -45 and +45 degrees, | ||||||
# so that it doesn't move directly towards the player. | ||||||
rotate_y(randf_range(-PI / 4, PI / 4)) | ||||||
|
@@ -172,7 +176,11 @@ between ``-PI / 4`` radians and ``PI / 4`` radians. | |||||
{ | ||||||
// We position the mob by placing it at startPosition | ||||||
// and rotate it towards playerPosition, so it looks at the player. | ||||||
LookAtFromPosition(startPosition, playerPosition, Vector3.Up); | ||||||
// | ||||||
// Ignore the player's height, so that the mob's orientation is not slightly | ||||||
// shifted if the mob spawns while the player is jumping. | ||||||
Vector3 target = new Vector3(player_position.x, start_position.y, player_position.z); | ||||||
LookAtFromPosition(startPosition, target, Vector3.Up); | ||||||
// Rotate this mob randomly within range of -45 and +45 degrees, | ||||||
// so that it doesn't move directly towards the player. | ||||||
RotateY((float)GD.RandRange(-Mathf.Pi / 4.0, Mathf.Pi / 4.0)); | ||||||
|
@@ -271,7 +279,11 @@ Here is the complete ``mob.gd`` script for reference. | |||||
func initialize(start_position, player_position): | ||||||
# We position the mob by placing it at start_position | ||||||
# and rotate it towards player_position, so it looks at the player. | ||||||
look_at_from_position(start_position, player_position, Vector3.UP) | ||||||
# | ||||||
# Ignore the player's height, so that the mob's orientation is not slightly | ||||||
# shifted if the mob spawns while the player is jumping. | ||||||
var target = Vector3(player_position.x, start_position.y, player_position.z) | ||||||
look_at_from_position(start_position, target, Vector3.UP) | ||||||
# Rotate this mob randomly within range of -45 and +45 degrees, | ||||||
# so that it doesn't move directly towards the player. | ||||||
rotate_y(randf_range(-PI / 4, PI / 4)) | ||||||
|
@@ -310,7 +322,11 @@ Here is the complete ``mob.gd`` script for reference. | |||||
{ | ||||||
// We position the mob by placing it at startPosition | ||||||
// and rotate it towards playerPosition, so it looks at the player. | ||||||
LookAtFromPosition(startPosition, playerPosition, Vector3.Up); | ||||||
// | ||||||
// Ignore the player's height, so that the mob's orientation is not slightly | ||||||
// shifted if the mob spawns while the player is jumping. | ||||||
Vector3 target = new Vector3(player_position.x, start_position.y, player_position.z); | ||||||
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Suggested change
|
||||||
LookAtFromPosition(startPosition, target, Vector3.Up); | ||||||
// Rotate this mob randomly within range of -45 and +45 degrees, | ||||||
// so that it doesn't move directly towards the player. | ||||||
RotateY((float)GD.RandRange(-Mathf.Pi / 4.0, Mathf.Pi / 4.0)); | ||||||
|
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Only tested to compile the single script, didn't test the whole tutorial.